140 lines
3.2 KiB
C#
140 lines
3.2 KiB
C#
using System;
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using Server;
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using Server.Network;
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using Server.Commands;
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namespace Server
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{
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public class LightCycle
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{
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public const int DayLevel = 0;
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public const int NightLevel = 12;
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public const int DungeonLevel = 26;
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public const int CaveLevel = 20;
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private static int m_LevelOverride = int.MinValue;
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public static int LevelOverride
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{
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get{ return m_LevelOverride; }
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set
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{
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m_LevelOverride = value;
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for ( int i = 0; i < NetState.Instances.Count; ++i )
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{
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NetState ns = NetState.Instances[i];
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Mobile m = ns.Mobile;
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if ( m != null )
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m.CheckLightLevels( false );
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}
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}
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}
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public static void Initialize()
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{
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new LightCycleTimer().Start();
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EventSink.Login += new LoginEventHandler( OnLogin );
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CommandSystem.Register( "GlobalLight", AccessLevel.GameMaster, new CommandEventHandler( Light_OnCommand ) );
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}
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[Usage( "GlobalLight <value>" )]
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[Description( "Sets the current global light level." )]
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private static void Light_OnCommand( CommandEventArgs e )
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{
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if ( e.Length >= 1 )
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{
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LevelOverride = e.GetInt32( 0 );
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e.Mobile.SendMessage( "Global light level override has been changed to {0}.", m_LevelOverride );
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}
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else
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{
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LevelOverride = int.MinValue;
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e.Mobile.SendMessage( "Global light level override has been cleared." );
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}
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}
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public static void OnLogin( LoginEventArgs args )
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{
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Mobile m = args.Mobile;
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m.CheckLightLevels( true );
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}
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public static int ComputeLevelFor( Mobile from )
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{
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if ( m_LevelOverride > int.MinValue )
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return m_LevelOverride;
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int hours, minutes;
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Server.Items.Clock.GetTime( from.Map, 3584, 2048, out hours, out minutes );
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/* OSI times:
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*
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* Midnight -> 3:59 AM : Night
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* 4:00 AM -> 11:59 PM : Day
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*
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* RunUO times:
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*
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* 10:00 PM -> 11:59 PM : Scale to night
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* Midnight -> 3:59 AM : Night
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* 4:00 AM -> 5:59 AM : Scale to day
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* 6:00 AM -> 9:59 PM : Day
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*/
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if ( hours < 4 )
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return NightLevel;
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if ( hours < 6 )
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return NightLevel + (((((hours - 4) * 60) + minutes) * (DayLevel - NightLevel)) / 120);
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if ( hours < 22 )
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return DayLevel;
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if ( hours < 24 )
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return DayLevel + (((((hours - 22) * 60) + minutes) * (NightLevel - DayLevel)) / 120);
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return NightLevel; // should never be
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}
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private class LightCycleTimer : Timer
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{
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public LightCycleTimer() : base( TimeSpan.FromSeconds( 0 ), TimeSpan.FromSeconds( 5.0 ) )
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{
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Priority = TimerPriority.FiveSeconds;
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}
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protected override void OnTick()
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{
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for ( int i = 0; i < NetState.Instances.Count; ++i )
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{
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NetState ns = NetState.Instances[i];
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Mobile m = ns.Mobile;
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if ( m != null )
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m.CheckLightLevels( false );
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}
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}
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}
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public class NightSightTimer : Timer
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{
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private Mobile m_Owner;
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public NightSightTimer( Mobile owner ) : base( TimeSpan.FromMinutes( Utility.Random( 15, 25 ) ) )
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{
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m_Owner = owner;
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Priority = TimerPriority.OneMinute;
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}
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protected override void OnTick()
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{
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m_Owner.EndAction( typeof( LightCycle ) );
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m_Owner.LightLevel = 0;
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}
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}
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}
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}
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